EXCLUSIVE INTERVIEW: Mecha BREAK Creator Has Planned 3 Seasons Worth of New Mechs

Mecha BREAK, an action-packed third-person shooter developed by Amazing Seasun Games, is experiencing rapid popularity in its Steam open beta. The game offers a blend of 6 versus 6 objective-centric multiplayer battles and a PvPvE mode that merges extraction shooting with battle royale. During its debut, it attracted an impressive 317,000 concurrent players.

A few days prior to the open beta launch, TopMob was granted an invitation to join other media outlets at the developer’s North American headquarters in Irvine, California. At this event, we had the opportunity to test-drive the game’s tutorial, its 6v6 game mode, as well as several matches of the PvPvE mode called Mashmak.

Additionally, we managed to have a chat with Kris Kwok, both the CEO of the company and creator of Mecha BREAK, about the game’s target demographic, his innovative methods for handling player feedback, and what enthusiasts can anticipate in terms of fresh content within the coming two months. Throughout our discussion and previous presentations, it was evident that this is the game Kris has long dreamt of creating.

Mecha BREAK Creator Kris Kwok Says All The Mecha’s Are His “Children”

The following interview has been edited slightly for clarity and length.

In a nutshell, you mentioned your desire to create a mecha game. Can you share some difficulties you’ve encountered while designing a game that caters to both hardcore mecha enthusiasts and a broader gaming public?

There are two perspectives: I’m motivated emotionally to create this game, and there’s also a logical side. Initially, from a logical standpoint, we weren’t very optimistic about appealing to non-mecha enthusiasts. However, around 2021, our focus was limited to the 6v6 mode. What caught us off guard and increased our confidence was unexpectedly gaining about a million views in just three days on one platform, even in China, which isn’t typically known as a mecha fan hub. The reason we’re so optimistic about this project is that with each step we take, we receive increasingly positive responses.

From an emotional perspective, regardless of how exceptional your FPS (First-Person Shooter) games might be, the primary means of expression remains the player themselves. You’re essentially playing as a human, which can make games, despite their unique aspects, feel somewhat repetitive. In this endeavor, our aim is to provide something fresh: controlling a mecha to differentiate it from typical shooter games and offer a distinct experience.

Our goal isn’t to appeal to a broader range of players (by incorporating an extraction shooter). Instead, we’re focusing on catering to individuals who are enthusiasts of mecha and extraction shooting games. We prioritize our core audience of mecha fans initially. Essentially, we’re excelling in creating an engaging mecha gameplay experience. If both types of players (mecha and non-mecha) enjoy it, they’ll spread the word organically through word-of-mouth.

Facebook Post: How did the feedback from players during the numerous test phases of Mecha BREAK significantly shape its present form today?

In simpler terms, if everyone’s using a horse-drawn carriage, it wouldn’t be wise to introduce cars yet because they don’t know what they prefer. Therefore, I prefer observing how people play rather than listening to their advice. I’ve spent plenty of time watching players stream and replay their games, almost becoming addicted to it. Many issues were found just by watching these replays. Players are generally good at spotting bugs and accessibility issues, but they lack the ability to provide visionary direction for major changes.

Initially, we were limited to 3v3 and 6v6 matches, and could have launched officially last year. However, during a visit to Japan, I noticed that players in these formats rarely communicated and grew frustrated when they died. This insight sparked the desire among Japanese players for a PvE zone where they could either solo or play with a few friends casually. Consequently, we decided to create Mashmak. Originally, teams of six were divided into smaller groups of two or three, but they easily got lost on the map and coordinating became difficult due to the larger team size. As a result, I place more emphasis on observing the gameplay rather than providing verbal feedback.

Facebook Post: In your initial experience with the tutorial of Mecha BREAK, it gives off an impression as if it’s crafting a narrative for a solo campaign. Did this idea ever cross your mind during the development process?

1) As of now, there’s no set strategy for introducing a campaign mode, but it’s unlikely we’ll stick to the conventional linear storytelling approach. Instead, we’re opting for a more fragmented narrative style where you explore the hangar, converse with NPCs, and immerse yourself in the game world to uncover lore and undertake missions as various characters.

IG: You’ve reportedly spent hundreds of hours on each mecha. Which one is your personal favorite?

As the creator behind the intricate designs of all mechas’ weapons, skills, and abilities, I view them as my offspring. It’s impossible for me to choose a favorite, as that would be unfair to the rest. At any given moment, the one I spend more time with is the underdog – the weakest mecha in play at that time. That’s who I gravitate towards and put most of my focus on.

AI Assistant: Hey there! Could you tell me how many more mecha projects are currently in progress, and what’s your ideal number of mechas for the final roster?

Initially, we’ll debut 13 playable mechs, with six additional ones fully assembled and ready for distribution, while three more are still under development. We plan to release approximately three mechs per season, securing the first three seasons in advance. The exact number of mechs in our roster isn’t clear yet, but as we add more, they may share similar functions. I’ll strive to offer unique visuals, controls, and mobility options for each one.

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2025-02-24 21:18